I have been working a lot in 3DS Max and Vray, getting into creating shading networks from scratch. In order to make these shaders presentable, I decided to make myself a renderball, a simple asset with my logo on it to test and present my work.

I'm finding there to be a lot of cross over application between Vray and Substance, especially when it comes to using Substance to generate great procedural noise patterns to be used in Vray shaders with custom Fresnel curves. 3DS Max's procedural library is very limited compared to what Substance can achieve. On the flip side, getting a better understanding of creating an entire shader from scratch is also a help with furthering my understanding of Physically Based workflows.

Going forward, I will attempt to capture this level or detail and realism in Substance Designer as well. These two painted metallic materials are each multi layered with custom reflectance values to capture the subtleties of materials that have several layers of metallics such as steal, and dielectric materials such as paint.